using System.Collections;
using System.Collections.Generic;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using Unity.VisualScripting;
using UnityEngine;

public class Shoot : EnemyAction
{
    public float _shootTime;

    public override void OnStart()
    {
        _shootTime = Settings.waitShotTime;
    }

    public override TaskStatus OnUpdate()
    {
        if(_shootTime <= 0) Debug.Log("death");
        _shootTime -= Time.deltaTime;
        return _find.find ? TaskStatus.Running : TaskStatus.Success;
    }
}
